using System;
using System.Collections;
using Server.Items;
using Server.Targeting;

namespace Server.Mobiles
{
	[CorpseName("a centaur corpse")]
	public class Centaur : BaseCreature
	{
		[Constructable]
		public Centaur()
			: base(AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4)
		{
			Name = NameList.RandomName("centaur");
			Body = 101;
			BaseSoundID = 679;

			SetStr(202, 300);
			SetDex(104, 260);
			SetInt(91, 100);

			SetHits(130, 172);

			SetDamage(13, 24);

			SetDamageType(ResistanceType.Physical, 100);

			SetResistance(ResistanceType.Physical, 45, 55);
			SetResistance(ResistanceType.Fire, 35, 45);
			SetResistance(ResistanceType.Cold, 25, 35);
			SetResistance(ResistanceType.Poison, 45, 55);
			SetResistance(ResistanceType.Energy, 35, 45);

			SetSkill(SkillName.Anatomy, 95.1, 115.0);
			SetSkill(SkillName.Bow, 95.1, 100.0);
			//////SetSkill(SkillName.MagicResist, 50.3, 80.0);
			SetSkill(SkillName.Tactic, 90.1, 100.0);
			SetSkill(SkillName.Wrestling, 95.1, 100.0);

			Fame = 6500;
			Karma = 0;

			VirtualArmor = 50;
			AddItem(new Bow());
			PackItem(new Arrow(Utility.RandomMinMax(80, 90))); // OSI it is different: in a sub backpack, this is probably just a limitation of their engine
		}

		public override void GenerateLoot()
		{
			AddLoot(LootPack.Rich);
			AddLoot(LootPack.Average);
			AddLoot(LootPack.Gems);
		}

		public override OppositionGroup OppositionGroup
		{
			get { return OppositionGroup.FeyAndUndead; }
		}

		public override int Meat { get { return 1; } }
		public override int Hides { get { return 8; } }
		public override HideType HideType { get { return HideType.Spined; } }

		public Centaur(Serial serial)
			: base(serial)
		{
		}

		public override void Serialize(GenericWriter writer)
		{
			base.Serialize(writer);
			writer.Write((int)0);
		}

		public override void Deserialize(GenericReader reader)
		{
			base.Deserialize(reader);
			int version = reader.ReadInt();

			if (BaseSoundID == 678)
				BaseSoundID = 679;
		}
	}
}